the posteffects samples do not work in shaded / wireframe etc. only in arctic
uniform sampler2D _colorBuffer; returns black by default and after switching back to shaded from arctic it works partially: it returns the background color and the grid, but no geometry
Did a driver update and turned off any fancy application-based settings (AMD shader cache etc) and used a ‘default’ display mode - no custom lights, materials etc. still black…
edit: the as said the effect works on the background, but only if geometry is inside the frustum; once the last pixel of a brep leaves the viewport, it turns black again
Try running TestGLCoreProfile. What is printed on the command-line when you do so? OpenGL 3.x Core Profile context is now: DISABLED or OpenGL 3.x Core Profile context is now: ENABLED? Restart Rhino after you’ve run the command and checked its output in the command-line.
Do you have access to a recent V7 WIP? I would be curious what results you get there as the technique for capturing the frame buffer to a texture is very different than what is done in V6.
Great, so either this is working due to the other technique used or because there is some setting in V6 that is getting in the way. You might want to check out the advanced settings in V6 and see if any OpenGL settings are in a non-default state.
The technique used in V7 is much more efficient than V6; it just wasn’t available in V6.
ok - now it is getting interesting: the sampler is black too!
downloaded the whole thing from github, image_mix.gh, pixelate.gh - all black!
some incompatible texture format in AMD cards maybe?
edit: even more confusion - in v7 wip image_mix and pixelate draw only the frame outline, no black - just transparent… on the other hand ‘glslify.gh’ the textures and normal map show up just fine… in V6 there is no Rhino-Logo drawn at all…
Does the Picture command in Rhino work for you? We tried on a different AMD card and are not seeing a problem. Most likely there is some tweak I need to make to GhGL texture generation that will fix this.
Picture works fine
And once i have a picture frame in the viewport, the pixelate filter works partially: it draws the wireframe, but no shading
furthermore in Artistic the Picture on the plane from the Picture Command shows up as background instead of the paper grain (once the shader is on)
I just published a new version of GhGL (v0.4.2) which you should be able to get through TestPackageManager. I would be interested to know if this version works any better with textures on your GPU.